Probably when I agreed with you. =P There are two valid points to be made here: A. Using a faceted mesh/hard edges on every face is a bad idea. Both you and I have made this point. B. Using hard edges along your uv boarders on a normal, well optimized mesh has no drawbacks. - You keep bringing up A whenever someone brings…
Hey Kgizzi, I used just basic high poly modelling methods in 3ds max, I cant think of any specifically describing armour creation, but theres lots of youtube videos on modelling guns that use the same methods. The details are sculpted in zbrush using alphas. What really helped was sculpting the general shape of the armour…
I love the main building and overall look of this scene! It's looking quite nice, especially in the lighting only mode, but it's so washed out currently that it lacks a lot of depth and readability. Keep in mind that our eyes, and the way we tend to photograph things, bring the dynamic range of the world in front of us…
Autocon, Bryan's paintover is spot on in what its doing: Giving your scene focus. Your current iterations are a bit focus noisey and really bring the eye to a lot of areas. What the latest paintover has done is bring the focus to the chamber. Perfect. You need to setup a second UV channel on your art to bake lighting.…
Wow, I seriously cannot read anything within your texture. It is fighting against some of the design elements that you had from your highpoly ( which needs to be defined more, and have some varied edges..to many soft and bending shapes ) If you are going to go with some of your texture, bring in some different values (…
I like where you're going with this. I usually don't respond to characters but this guy actually intrigues me. Don't stop because you think you have lost inspiration. Find a way to get the inspiration you had when you first started with this. Add a jet pack, arm guard with spikes.. I like what firestarted mentioned. Make…
Looking pretty cool. Way over the top, but good to do that for testing, I'm sure you'll bring it down for non wax-candle-looking skin. Noticed a comment in your blog: "normal maps have introduced a small seam error which I haven't been able to find any referance as to how to go about fixing it. It's kind of like the…
Please follow this link to apply for this role: https://jobs.newworldinteractive.com/jobs/1626462-technical-environment-artist New World Interactive is looking for a Technical Environment Artist to join our team! The Technical Artist acts as a bridge between the artists and programmers, ensuring the art content and…
I'm currently developing Terraman for Maya, a Python application that bridges Maya and Terragen. Features include: • Supports Maya versions 2017 - 2022. • Supports Python 2 and 3 for Maya. • Supports output from Terragen, World Machine and Gaea. • Supports Arnold and Vray. • Click and drag installation. • Create tiled…